using HeavenStudio.Util; using HeavenStudio.Common; using System; using System.Collections.Generic; using System.Linq; using UnityEngine; namespace HeavenStudio.Games.Loaders { using static Minigames; public static class ntrMunchyMonkLoader { public static Minigame AddGame(EventCaller eventCaller) { return new Minigame("munchyMonk", "Munchy Monk", "b9fffc", false, false, new List() { new GameAction("Bop", "Bop") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.instance.Bop(e.beat, e.length, e["bop"]); }, parameters = new List() { new Param("bop", true, "Bop", "Toggle if Munchy Monk should bop for the duration of this event."), new Param("autoBop", false, "Bop (Auto)", "Toggle if Munchy Monk should automatically bop until another Bop event is reached."), }, resizable = true }, new GameAction("MonkMove", "Monk Move") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.instance.MonkMove(e.beat, e.length, e["goToSide"], e["ease"]); }, defaultLength = 8f, resizable = true, parameters = new List() { new Param("goToSide", MunchyMonk.WhichSide.Right, "Side", "Choose the side that Munchy Monk will move to."), new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), }, }, new GameAction("One", "One") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]); }, inactiveFunction = delegate { var e = eventCaller.currentEntity; MunchyMonk.PreOneGoCue(e.beat, e["oneColor"]); }, defaultLength = 2f, parameters = new List() { new Param("oneColor", new Color(1, 1, 1, 1), "Color", "Set the color of the dumpling.") }, }, new GameAction("TwoTwo", "Two Two") { defaultLength = 2f, parameters = new List() { new Param("twoColor1", new Color(1, 0.51f, 0.45f, 1), "1st Dumpling Color", "Set the color of the first dumpling."), new Param("twoColor2", new Color(1, 0.51f, 0.45f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."), }, preFunctionLength = 0.5f, preFunction = delegate { var e = eventCaller.currentEntity; MunchyMonk.PreTwoTwoCue(e.beat, e["twoColor1"], e["twoColor2"]); }, }, new GameAction("Three", "Three") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]); }, inactiveFunction = delegate { var e = eventCaller.currentEntity; MunchyMonk.PreThreeGoCue(e.beat, e["threeColor1"], e["threeColor2"], e["threeColor3"]); }, defaultLength = 4f, parameters = new List() { new Param("threeColor1", new Color(0.34f, 0.77f, 0.36f, 1), "1st Dumpling Color", "Set the color of the first dumpling."), new Param("threeColor2", new Color(0.34f, 0.77f, 0.36f, 1), "2nd Dumpling Color", "Set the color of the second dumpling."), new Param("threeColor3", new Color(0.34f, 0.77f, 0.36f, 1), "3rd Dumpling Color", "Set the color of the third dumpling."), }, }, new GameAction("Modifiers", "Modifiers") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.Modifiers(e.beat, e["inputsTil"], e["resetLevel"], e["setLevel"], e["disableBaby"], e["shouldBlush"]); }, defaultLength = 0.5f, parameters = new List() { new Param("inputsTil", new EntityTypes.Integer(0, 50, 10), "Moustache Growth Requirement", "Set how many dumplings Munchy Monk needs to eat for his moustache to grow."), new Param("resetLevel", false, "Reset Hair Growth", "Toggle if the current amount of moustache growth should be reset."), new Param("setLevel", new EntityTypes.Integer(0, 4, 0), "Instant Growth", "Set how much hair Munchy Monk should instantly grow at the start of this event."), new Param("disableBaby", false, "Disable Baby", "Toggle if the baby should appear or not."), new Param("shouldBlush", true, "Blush", "Toggle if Munchy Monk should blush after eating a dumpling."), }, }, new GameAction("MonkAnimation", "Monk Animations") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.instance.PlayMonkAnim(e.beat, e["whichAnim"], e["vineBoom"]); }, inactiveFunction = delegate { var e = eventCaller.currentEntity; MunchyMonk.instance.PlayMonkAnimInactive(e["vineBoom"]); }, parameters = new List() { new Param("whichAnim", MunchyMonk.WhichMonkAnim.Stare, "Animation", "Set the animation to play."), new Param("vineBoom", false, "Vine Boom", "Toggle if a certain sound effect should play."), } }, new GameAction("ScrollBackground", "Scroll Background") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.instance.ScrollBG(e.beat, e.length, e["scrollSpeed"], e["ease"]); }, defaultLength = 1f, resizable = true, parameters = new List() { new Param("scrollSpeed", new EntityTypes.Float(0, 20, 5), "Speed", "Set the speed that the background should scroll."), new Param("ease", EasingFunction.Ease.Linear, "Ease", "Set the easing of the action."), } }, new GameAction("CloudMonkey", "Cloud Monkey") { function = delegate { var e = eventCaller.currentEntity; MunchyMonk.instance.MoveCloudMonkey(e.beat, e.length, e["start"], e["direction"]); }, parameters = new List() { new Param("start", true, "Start", "Toggle if the monkey should start moving."), new Param("direction", MunchyMonk.WhichSide.Right, "Direction", "Set the direction that the monkey will move."), }, defaultLength = 8f, resizable = true, }, }, new List() {"ntr", "normal"}, "ntrshugyo", "en", new List() {"en"} ); } } } namespace HeavenStudio.Games { using Scripts_MunchyMonk; public class MunchyMonk : Minigame { public List dumplings = new List(); static List queuedOnes = new List(); static List queuedTwoTwos = new List(); static List queuedThrees = new List(); struct QueuedDumpling { public double beat; public Color color1; public Color color2; public Color color3; } public enum WhichMonkAnim { Stare, Blush, } public enum WhichSide { Right, Left, } [Header("Objects")] [SerializeField] GameObject Baby; [SerializeField] GameObject BrowHolder; [SerializeField] GameObject StacheHolder; [SerializeField] GameObject DumplingObj; [SerializeField] GameObject CloudMonkey; [SerializeField] ScrollObject CloudMonkeyScroll; [Header("Animators")] [SerializeField] Animator OneGiverAnim; [SerializeField] Animator TwoGiverAnim; [SerializeField] Animator ThreeGiverAnim; [SerializeField] Animator BrowAnim; [SerializeField] Animator StacheAnim; [SerializeField] Animator MonkHolderAnim; public Animator MonkAnim; public Animator MonkArmsAnim; [Header("Variables")] [SerializeField] Sprite[] dumplingSprites; public double lastReportedBeat = 0f; public bool needBlush; public bool isStaring; // these variables are static so that they can be set outside of the game/stay the same between game switches static public int howManyGulps; static public int growLevel = 0; static public int inputsTilGrow = 10; static bool noBlush; static bool disableBaby; // the variables for scroll bool scrollRampUp; double scrollBeat; double scrollLength; float scrollMod; static float scrollModCurrent = 0; EasingFunction.Ease scrollEase; // the variables for the monk moving bool isMoving; double movingStartBeat; double movingLength; string moveAnim; EasingFunction.Ease lastEase; ScrollObject[] scrollObjects; const string sfxName = "munchyMonk/"; public static MunchyMonk instance; private void Awake() { instance = this; Baby.SetActive(!disableBaby); SetupBopRegion("munchyMonk", "Bop", "autoBop"); } private void Start() { scrollObjects = FindObjectsByType(FindObjectsSortMode.None); foreach (var obj in scrollObjects) obj.SpeedMod = scrollModCurrent; if (growLevel > 0) { StacheHolder.SetActive(true); StacheAnim.Play($"Idle{growLevel}"); if (growLevel == 4) { BrowHolder.SetActive(true); BrowAnim.Play("Idle"); } } } private void OnDestroy() { // reset static variables only when the game is stopped (so that it carries over between game switches) if (!Conductor.instance.NotStopped()) { if (queuedOnes.Count > 0) queuedOnes.Clear(); if (queuedTwoTwos.Count > 0) queuedThrees.Clear(); if (queuedThrees.Count > 0) queuedThrees.Clear(); howManyGulps = 0; growLevel = 0; inputsTilGrow = 10; noBlush = false; disableBaby = false; } foreach (var evt in scheduledInputs) evt.Disable(); } private void Update() { // input stuff if (PlayerInput.GetIsAction(InputAction_BasicPress) && !IsExpectingInputNow(InputAction_BasicPress)) { MonkArmsAnim.DoScaledAnimationAsync("WristSlap", 0.5f); SoundByte.PlayOneShotGame(sfxName+"slap"); isStaring = false; // early input stuff if (dumplings.Count != 0) InputFunctions(3); } // blushes when done eating but not when staring if (needBlush && !MonkAnim.IsPlayingAnimationNames("Eat", "Stare", "Barely", "Miss") && !isStaring && !noBlush) { MonkAnim.DoScaledAnimationAsync("Blush", 0.5f); needBlush = false; } // sets hair stuff active when it needs to be if (growLevel > 0) { StacheHolder.SetActive(true); if (growLevel == 4) BrowHolder.SetActive(true); } // resets the monk when game is stopped if (!Conductor.instance.NotStopped()) MonkAnim.DoScaledAnimationAsync("Idle", 0.5f); if (isMoving) { float normalizedBeat = Conductor.instance.GetPositionFromBeat(movingStartBeat, movingLength); EasingFunction.Function func = EasingFunction.GetEasingFunction(lastEase); float newPos = func(0f, 1f, normalizedBeat); MonkHolderAnim.DoNormalizedAnimation(moveAnim, newPos); if (normalizedBeat >= 1f) isMoving = false; } if (scrollRampUp) { float normalizedBeat = Conductor.instance.GetPositionFromBeat(scrollBeat, scrollLength); EasingFunction.Function func = EasingFunction.GetEasingFunction(scrollEase); float newPos = func(scrollModCurrent, scrollMod, normalizedBeat); if (normalizedBeat >= 1f) { scrollRampUp = false; scrollModCurrent = scrollMod; } foreach (var obj in scrollObjects) obj.SpeedMod = newPos; } if (CloudMonkey.transform.position.x < -5 || CloudMonkey.transform.position.x > 15.5) { CloudMonkey.SetActive(false); } // cue queuing stuff if (queuedOnes.Count > 0) { foreach (var dumpling in queuedOnes) OneGoCue(dumpling.beat, dumpling.color1); queuedOnes.Clear(); } if (queuedTwoTwos.Count > 0) { foreach (var dumpling in queuedTwoTwos) TwoTwoCue(dumpling.beat, dumpling.color1, dumpling.color2); queuedTwoTwos.Clear(); } if (queuedThrees.Count > 0) { foreach (var dumpling in queuedThrees) ThreeGoCue(dumpling.beat, dumpling.color1, dumpling.color2, dumpling.color3); queuedThrees.Clear(); } } public override void OnBeatPulse(double beat) { if ((MonkAnim.IsAnimationNotPlaying() || MonkAnim.IsPlayingAnimationNames("Bop", "Idle")) && BeatIsInBopRegion(beat) && !isStaring) { MonkAnim.DoScaledAnimationAsync("Bop", 0.5f); } if (!MonkAnim.IsPlayingAnimationNames("Blush", "Stare")) { if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f); if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f); } if (CloudMonkey.activeInHierarchy) //Why activeInHierarchy? - Rasmus { CloudMonkey.GetComponent().DoScaledAnimationAsync("Bop", 0.5f); //DONT DO THIS!!! GetComponent is a really expensive operation - Rasmus } } public void Bop(double beat, double length, bool bop) { if (!bop) return; List actions = new(); for (int i = 0; i < length; i++) { actions.Add(new(beat + i, delegate { needBlush = false; MonkAnim.DoScaledAnimationAsync("Bop", 0.5f); if (growLevel == 4) BrowAnim.DoScaledAnimationAsync("Bop", 0.5f); if (growLevel > 0) StacheAnim.DoScaledAnimationAsync($"Bop{growLevel}", 0.5f); })); } if (actions.Count > 0) BeatAction.New(this, actions); } public void InputFunctions(int whichVar, float state = 0) { switch (whichVar) { case 1: dumplings[dumplings.Count-1].HitFunction(state); break; case 2: dumplings[dumplings.Count-1].MissFunction(); break; case 3: dumplings[dumplings.Count-1].EarlyFunction(); break; } dumplings.RemoveAt(dumplings.Count-1); } public void Hit(PlayerActionEvent caller, float state) { if (dumplings.Count > 0) InputFunctions(1, state); } public void Miss(PlayerActionEvent caller) { if (dumplings.Count > 0) InputFunctions(2); } public void Early(PlayerActionEvent caller) { } public static void PreOneGoCue(double beat, Color firstColor) { PlaySoundSequence("munchyMonk", "one_go", beat); queuedOnes.Add(new QueuedDumpling() { beat = beat, color1 = firstColor, }); } public void OneGoCue(double beat, Color firstColor) { BeatAction.New(this, new List() { new BeatAction.Action(beat, delegate { OneGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); // dumpling Dumpling DumplingClone = Instantiate(DumplingObj, gameObject.transform).GetComponent(); DumplingClone.dumplingColor = firstColor; DumplingClone.startBeat = beat; DumplingClone.sr.sprite = dumplingSprites[0]; dumplings.Add(DumplingClone); ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early); }), new BeatAction.Action(beat+0.5f, delegate { OneGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }), }); } public static void PreTwoTwoCue(double beat, Color firstColor, Color secondColor) { PlaySoundSequence("munchyMonk", "two_go", beat); queuedTwoTwos.Add(new QueuedDumpling() { beat = beat, color1 = firstColor, color2 = secondColor, }); } public void TwoTwoCue(double beat, Color firstColor, Color secondColor) { BeatAction.New(this, new List() { new BeatAction.Action(beat-0.5f, delegate { TwoGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); // first dumpling Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent(); DumplingClone1.dumplingColor = firstColor; DumplingClone1.startBeat = beat-0.5f; DumplingClone1.sr.sprite = dumplingSprites[1]; dumplings.Add(DumplingClone1); ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early); //DumplingClone1.otherAnim = DumplingClone2.gameObject.GetComponent(); }), new BeatAction.Action(beat, delegate { TwoGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); // second dumpling Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent(); DumplingClone2.dumplingColor = secondColor; DumplingClone2.startBeat = beat-0.5f; DumplingClone2.sr.sprite = dumplingSprites[2]; dumplings.Add(DumplingClone2); ScheduleInput(beat, 1.5f, InputAction_BasicPress, Hit, Miss, Early); }), }); } public static void PreThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor) { PlaySoundSequence("munchyMonk", "three_go", beat); queuedThrees.Add(new QueuedDumpling() { beat = beat, color1 = firstColor, color2 = secondColor, color3 = thirdColor, }); } public void ThreeGoCue(double beat, Color firstColor, Color secondColor, Color thirdColor) { BeatAction.New(instance, new List() { new BeatAction.Action(beat, delegate { // first in ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); // first dumpling Dumpling DumplingClone1 = Instantiate(DumplingObj, gameObject.transform).GetComponent(); DumplingClone1.dumplingColor = firstColor; DumplingClone1.startBeat = beat; DumplingClone1.sr.sprite = dumplingSprites[3]; dumplings.Add(DumplingClone1); ScheduleInput(beat, 1f, InputAction_BasicPress, Hit, Miss, Early); }), new BeatAction.Action(beat+0.5f, delegate { // first out ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }), new BeatAction.Action(beat+1.3f, delegate { // second in ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); // second dumpling Dumpling DumplingClone2 = Instantiate(DumplingObj, gameObject.transform).GetComponent(); DumplingClone2.dumplingColor = secondColor; DumplingClone2.startBeat = beat+1.3f; DumplingClone2.sr.sprite = dumplingSprites[4]; dumplings.Add(DumplingClone2); ScheduleInput(beat, 2f, InputAction_BasicPress, Hit, Miss, Early); }), new BeatAction.Action(beat+1.75f, delegate { // second out ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }), new BeatAction.Action(beat+2.3f, delegate { // third in ThreeGiverAnim.DoScaledAnimationAsync("GiveIn", 0.5f); // third dumpling Dumpling DumplingClone3 = Instantiate(DumplingObj, gameObject.transform).GetComponent(); DumplingClone3.dumplingColor = thirdColor; DumplingClone3.startBeat = beat+2.3f; DumplingClone3.sr.sprite = dumplingSprites[5]; dumplings.Add(DumplingClone3); ScheduleInput(beat, 3f, InputAction_BasicPress, Hit, Miss, Early); }), new BeatAction.Action(beat+2.75f, delegate { // third out ThreeGiverAnim.DoScaledAnimationAsync("GiveOut", 0.5f); }), }); } public void PlayMonkAnim(double beat, int whichAnim, bool vineBoom) { switch (whichAnim) { case 1: MonkAnim.DoScaledAnimationAsync("Blush", 0.5f); needBlush = false; break; default: MonkAnim.DoScaledAnimationAsync("Stare", 0.5f); isStaring = true; break; } // it's in zeo's video; no reason not to include it :) if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true); } public void PlayMonkAnimInactive(bool vineBoom) { if (vineBoom) SoundByte.PlayOneShotGame("fanClub/arisa_dab", forcePlay: true); } public void MonkMove(double beat, double length, int goToSide, int ease) { movingStartBeat = beat; movingLength = length; moveAnim = (goToSide == 0 ? "GoRight" : "GoLeft"); isMoving = true; lastEase = (EasingFunction.Ease)ease; } public static void Modifiers(double beat, int inputsTilGrow, bool resetLevel, int setLevel, bool disableBaby, bool shouldBlush) { if (MunchyMonk.inputsTilGrow != inputsTilGrow) { // no matter what you set inputsTilGrow to, it will reset howManyGulps to a value inbetween the level-ups relative to the old level and old inputsTilGrow. MunchyMonk.howManyGulps = ((inputsTilGrow * MunchyMonk.growLevel) + inputsTilGrow * (MunchyMonk.howManyGulps % MunchyMonk.inputsTilGrow)/MunchyMonk.inputsTilGrow); MunchyMonk.inputsTilGrow = inputsTilGrow; } if (setLevel != 0) { MunchyMonk.growLevel = setLevel; MunchyMonk.howManyGulps = setLevel*inputsTilGrow; if (GameManager.instance.currentGame == "munchyMonk") { MunchyMonk.instance.StacheAnim.Play($"Idle{setLevel}", 0, 0); MunchyMonk.instance.StacheHolder.SetActive(true); } } if (resetLevel) { MunchyMonk.growLevel = 0; MunchyMonk.howManyGulps = 0; if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.StacheHolder.SetActive(false); } MunchyMonk.noBlush = !shouldBlush; MunchyMonk.disableBaby = disableBaby; if (GameManager.instance.currentGame == "munchyMonk") MunchyMonk.instance.Baby.SetActive(!disableBaby); } public void ScrollBG(double beat, double length, float scrollSpeed, int ease) { scrollBeat = beat; scrollLength = length; scrollMod = scrollSpeed; scrollRampUp = true; scrollEase = (EasingFunction.Ease)ease; } public void MoveCloudMonkey(double beat, double length, bool go, int direction) { bool wasActive = CloudMonkey.activeInHierarchy; CloudMonkey.SetActive(true); CloudMonkeyScroll.SpeedMod = (float)((direction == 0 ? 34 : -34)/length)*(Conductor.instance.songBpm/100); CloudMonkeyScroll.AutoScroll = go; if (!wasActive) CloudMonkey.transform.position = new Vector3((direction == 0 ? -5f : 15.5f), 0, 0); } } }